Sunday, September 28, 2014

Review: The Emerald Spire

The Emerald Spire Super Dungeon is Paizo's entry into the 'super dungeon' genre of adventure modules. What's interesting about this one is that each level is designed by a different superstar designer with the likes of the Paizo staff, Ed Greenwood, Frank Mentzer and a cast of others each taking a level and going with it. It's like an all-star Christmas album of dungeon design over sixteen interconnected levels.

The back story is interesting, and it accounts for the difference and variety in the interconnected lairs. Some of the levels have a related boss monster or story, so that is a cool thing - they are not all so different it seems disjointed. The dungeon levels are full flip-mat sized (they also sell flip-mats for all 16 levels), so this is a unique product in that it provides a series of battle-mat sized exploration missions. It is a great product for a regular gaming group that wants to play across a series of tabletop battles.

It's is an interesting break from other super-dungeon products that require you to map it yourself or play it by ear. This is a very nice "complete product" should you buy the maps. The flip-mat limitation puts a cap on the size of the dungeon levels, so if you like big and expansive dungeons this is probably not your thing.

The dungeon levels are well-put together, but they feel on the shorter side to me. They are your typical 3.x D&D style dungeons, with that tighter less creatures focus and deadly traps sort of thing, along with a fair amount of puzzles and other things to figure out. The shortness in the book for each level is a bit bothering, a couple of the levels feel like they could have been fuller, but a good game master can always improvise and add details on their own (as you should with any published module).

There is a 'fast transport system' in the dungeon that I am not sure I like, it feels like it was invented for expediency in an MMO-style nod. Back in my days, if the entrance to a dungeon was a mile underground we walked there dangnabbit! We took pack animals, carried supplies, and camped out in dangerous places with people standing guard. We hired retainers by the month, and good ones too, not these generic level 1 man-at-arms things you see so many of nowadays. Our wizards took bags of components with them too, because walking back to town was out of the question.

Or with high-level enough parties, we picked a secret teleport spot somewhere down there, and prayed each time we came back there weren't monsters in the room or someone waiting for us. There was a disadvantage in old-school adventuring to teleport happy explorers, party wipes from prepared bad guys waiting underground for magic-item and spell-book rich adventurer groups to return to their favorite port-in spots.

I am guessing because of the flip-mat "let's play level X tonight!" style setup the emerald magi-elevator was needed, but it is certainly a more modern design element, and one my old-school party would look at twice and decide to hoof it anyways. Besides, if we can use this thing like an elevator, who says the dungeon's big boss hasn't figured out a way to send us anywhere he would like? Old-school dungeoning paranoia saves lives and character sheets, my friend.

It's a fun adventure, but one side note. There's a sample town included, Fort Inevitable, probably one of the most strange fantasy town names I have come across in a while. Down the road from Fort Certain Thing and Fort For Certain, for sure. Or Fort For Sure, sorry. Anyways, it's a happy little adventuring base and hometown run by...a large garrison of lawful evil Hellknights. My player's first order of business? Clearing the town. I know, but you got this big dungeon up on the hill and...oh stop it, really? You attack?

Roll initiative.

But yeah, for a garrison of Hellknight cavalry with an open rebellion problem, I'm guessing this place shouldn't be such a great adventuring home base. But there are armor and weapons shops selling openly, and I'm sitting here thinking these would be the first places they would close down under an oppressive regime with that much firepower to throw around. The first rule of dictators is to disarm the population, it feels like an oversight, and I like my worlds based in a bit of realism gleaned from the events of actual history.

A bunch of adventurers setting up shop and snooping around the dungeon up on the hill? I bet the Hellknight commander lets them live until level five or when they pull up that first big treasure haul and then the adventurers are executed for heresy, treason, crimes against the state, insurrection, hoarding state resources, or some other trumped up charge so the Hellknights can take the party's loot and laugh up how great it is to be lawful evil. Besides, they wouldn't want a bunch of upstarts getting too powerful around here, would they?

It's like new school designers forgot what lawful evil means when it comes to kingdom politics and adventurer relations. Think of this happening in King's Landing in Game of Thrones. Yeah, not gonna happen without tons of bribes.

So no, Fort Inevitable isn't such a great base for adventuring after all, at least not for my group. It was a fun place to tear apart though, and it did take the focus off of the dungeon initially. My players aren't that naive, and I don't blame them because I like to run things hardcore and by the old-school spirit.

So in short, it's a fun adventure with a great flip-mat focus, and a little problem with the included home base should you decide to use it as-is.

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